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roguelike-game/src/map_builders.rs

84 lines
2.8 KiB
Rust

mod bsp_dungeon;
mod bsp_interior;
mod cellular_automata;
mod common;
mod dla;
mod drunkard;
mod maze;
mod prefab_builder;
mod simple_map;
mod voronoi;
mod waveform_collapse;
use bsp_dungeon::BspDungeonBuilder;
use bsp_interior::BspInteriorBuilder;
use cellular_automata::CellularAutomataBuilder;
use common::*;
use dla::DLABuilder;
use drunkard::DrunkardsWalkBuilder;
use maze::MazeBuilder;
use prefab_builder::PrefabBuilder;
use simple_map::SimpleMapBuilder;
use specs::prelude::*;
use voronoi::VoronoiCellBuilder;
use waveform_collapse::WaveformCollapseBuilder;
use crate::{spawner, Map, Position};
pub trait MapBuilder {
fn get_map(&self) -> Map;
fn get_starting_position(&self) -> Position;
fn get_snapshot_history(&self) -> Vec<Map>;
fn build_map(&mut self);
fn take_snapshot(&mut self);
fn get_spawn_list(&self) -> &Vec<(usize, String)>;
fn spawn_entities(&mut self, ecs: &mut World) {
for entity in self.get_spawn_list().iter() {
spawner::spawn_entity(ecs, &(&entity.0, &entity.1));
}
}
}
pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
let mut rng = rltk::RandomNumberGenerator::new();
let mut result: Box<dyn MapBuilder> = match rng.roll_dice(1, 17) {
1 => Box::new(BspDungeonBuilder::new(new_depth)),
2 => Box::new(BspInteriorBuilder::new(new_depth)),
3 => Box::new(CellularAutomataBuilder::new(new_depth)),
4 => Box::new(DrunkardsWalkBuilder::open_area(new_depth)),
5 => Box::new(DrunkardsWalkBuilder::open_halls(new_depth)),
6 => Box::new(DrunkardsWalkBuilder::winding_passages(new_depth)),
7 => Box::new(DrunkardsWalkBuilder::fat_passages(new_depth)),
8 => Box::new(DrunkardsWalkBuilder::fearful_symmetry(new_depth)),
9 => Box::new(MazeBuilder::new(new_depth)),
10 => Box::new(DLABuilder::walk_inwards(new_depth)),
11 => Box::new(DLABuilder::walk_outwards(new_depth)),
12 => Box::new(DLABuilder::central_attractor(new_depth)),
13 => Box::new(DLABuilder::insectoid(new_depth)),
14 => Box::new(VoronoiCellBuilder::pythagoras(new_depth)),
15 => Box::new(VoronoiCellBuilder::manhattan(new_depth)),
16 => Box::new(PrefabBuilder::constant(
new_depth,
prefab_builder::prefab_levels::WFC_POPULATED,
)),
_ => Box::new(SimpleMapBuilder::new(new_depth)),
};
if rng.roll_dice(1, 3) == 1 {
result = Box::new(WaveformCollapseBuilder::derived_map(new_depth, result));
}
if rng.roll_dice(1, 20) == 1 {
result = Box::new(PrefabBuilder::sectional(
new_depth,
prefab_builder::prefab_sections::UNDERGROUND_FORT,
result,
));
}
result = Box::new(PrefabBuilder::vaults(new_depth, result));
result
}